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Paulo Damarr
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Posted - 2007.10.22 00:22:00 -
[1]
Edited by: Paulo Damarr on 22/10/2007 00:22:17 It seems there is a largely general consensus that low sec is not worth the majority of peoples time due to imbalances in the risk vs reward ratios compared to 0.0 and high sec space. Players less inclined towards pvp generally avoid it because profits in high sec are better and the small extra gains are not worth the risk of being killed for and the more adventurous industrial players prefer to o.0 mining due to poor low sec ore prices.
The results of this are to many people crammed in certain high sec areas and much less targets for the pirates and the knock on effect is that its a vicious circle pirates have less targets so that anything they do see is killed on sight which gives the impression that entering low sec space is "suicide". What is needed is to put the security into low security, But before the howls of the pvpers screaming "STFU carebear" get to loud please read this through.
The premise of this solution is to avoid nerfing or boosting either high sec or low sec to much by introducing 3 different categories of empire space:-
High Security
Would function pretty much the same as high sec space does currently with a few exceptions, NPC agents would be restricted to level 1 and 2 agents, Faster concord response time and larger security status hits and a tighter threshold for allowing players with negative status in high sec. The other main change would be only 1 type of ore available in belts Veldspar and condensed Veldspar (no dense)
The aim of this is to provide a much safer area for new players and a viable bolt hole for most law full players
Low Security
Based on Current security ratings this would be more of a "mid sec" where piracy and pvp are possible and viable yet not be a complete gankfest and intimidating to the less pvp orientated.
The security would consist not of concord but of the relevant empires faction police, These wouldn't be totally like the current ones and would not be to uber and perma jam targets and would not warp-scramble targets. The idea is that if a a criminal act took place the faction police would have a 9-10 chance of spawning and engaging the criminal who would then have some options, they could continue with their attack (and possibly succeed) engage the police (and possibly defeat them) or he could make good his escape.
Careful balancing of the faction polices strength and spawn time could enable smash and grab piracy or even a larger scale pirate assault and yet perhaps provide a sufficient distraction for the pirates target to escape or provide him assistance if he chooses to fight back. If this could be made to work dynamic and well conceived attacks would be possible but just shooting someone because you feel like it woud be made more difficult due to the greater risk.
The ore in the belts would be all of of the current high sec ore and possibly some of the least valuable low sec ore, NPC agents would be up to level 4 and belt rats would be of decent quality possibly some of the ones currently in low sec to encourage team play in mining as you would need to clean the rats out. The main form of protection would be the amount of players that would (hopefully) inhabit these areas thus greatly reducing the chances of something bad happening to often.
Frontier security
Would be pretty much how low security currently functions except some kind of improvements to the value of the available resources.
I know these changes are kind of radical but I believe it would greatly add to the gameplay as well as "fixing" the lowsec "problem".
/sig --->Enter at your own risk<--- |

Kessiaan
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Posted - 2007.10.22 00:24:00 -
[2]
My only real concern with killable police, in any form, is that it will encourage the pirates to blob.
My idea is a bit simpler..
0.4 - Concord at gates and stations (only) 0.3 - Concord at gates (only) 0.2 - 5 gate guns 0.1 - 2 gate guns
----- My in Eve Profile |

SN3263827
The Black Rabbits The Gurlstas Associates
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Posted - 2007.10.22 00:43:00 -
[3]
Originally by: Kessiaan 0.4 - Concord at gates and stations (only) 0.3 - Concord at gates (only)
You want to turn lowsec into highsec lite? Concord have no place in lowsec at all. _____________________________________________
My Wishlist
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Paulo Damarr
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Posted - 2007.10.22 00:49:00 -
[4]
Originally by: Kessiaan My only real concern with killable police, in any form, is that it will encourage the pirates to blob.
My idea is a bit simpler..
0.4 - Concord at gates and stations (only) 0.3 - Concord at gates (only) 0.2 - 5 gate guns 0.1 - 2 gate guns
The problem with this is that it doesn't really provide a solution, Mission runners would still be probed out and miners still would avoid the belts yet stations and gates would be totally very safe. For me this just moves the problem on and just further restricts piracy but provides little in the way of incentives to use low sec as all you can do is "go there". /sig --->Enter at your own risk<--- |

Baleur
Caldari Provisions
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Posted - 2007.10.22 01:31:00 -
[5]
Originally by: SN3263827
Originally by: Kessiaan 0.4 - Concord at gates and stations (only) 0.3 - Concord at gates (only)
You want to turn lowsec into highsec lite? Concord have no place in lowsec at all.
Whats with the police hate eh? Got dope on you? *calls concord*
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Kessiaan
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Posted - 2007.10.22 01:39:00 -
[6]
Originally by: Paulo Damarr
Originally by: Kessiaan My only real concern with killable police, in any form, is that it will encourage the pirates to blob.
My idea is a bit simpler..
0.4 - Concord at gates and stations (only) 0.3 - Concord at gates (only) 0.2 - 5 gate guns 0.1 - 2 gate guns
The problem with this is that it doesn't really provide a solution, Mission runners would still be probed out and miners still would avoid the belts yet stations and gates would be totally very safe. For me this just moves the problem on and just further restricts piracy but provides little in the way of incentives to use low sec as all you can do is "go there".
From everything I hear on these forums the reason most people are scared of lowsec is the gatecamps. If the gates were made reasonably safe more mission runners and ratters would feel the risk vs reward makes lowsec 'worth it'.
As for mining, with exploration and lowends being what they are, there's very little reason to really mine in belts anymore, although loads of people still do it because it's easy.
I agree with what the OP is trying to say, but I think that if you made killable police NPCs in lowsec it would just make the gate camps that much bigger, and wouldn't really do away with them at all.
----- My in Eve Profile |

Paulo Damarr
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Posted - 2007.10.22 01:49:00 -
[7]
Originally by: Kessiaan but I think that if you made killable police NPCs in lowsec it would just make the gate camps that much bigger, and wouldn't really do away with them at all.
That's the whole gist of my idea it wouldn't do away with the pirates or gate camps just make them think twice about senseless ganking and provide a distraction, Could a blob of pirates kill a faction police blob and a player/group that's fighting back? they might be able to and they might not depending on player skill and ship + fitting and that's the element of variable risk that's needed to provide balance between free for all gankage and hello kitty online. /sig --->Enter at your own risk<--- |

RuleoftheBone
Minmatar Veto. Veto Corp
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Posted - 2007.10.22 02:07:00 -
[8]
Edited by: RuleoftheBone on 22/10/2007 02:07:06
Originally by: Paulo Damarr Edited by: Paulo Damarr on 22/10/2007 00:22:17 It seems there is a largely general consensus that low sec is not worth the majority of peoples time due to imbalances in the risk vs reward ratios compared to 0.0 and high sec space. Players less inclined towards pvp generally avoid it because profits in high sec are better and the small extra gains are not worth the risk of being killed for and the more adventurous industrial players prefer to o.0 mining due to poor low sec ore prices.
*Snipped wall of text*
I know these changes are kind of radical but I believe it would greatly add to the gameplay as well as "fixing" the lowsec "problem".
Today 1xBlackbird, 1xRaven 1xFerox, 1xScorpion, 1xVagabond, 1xMyrmi,and 1xVexor were engaged and destroyed by small gangs I flew with. A mining Domi pilot was forced to eject, and a couple of other ships (one covops/1 escorted hauler filled with POS fuel) were shot off gates.
Not to mention some lovely missed opportunities 
I'm all for giving buffs to losec...but where exactly did you obtain your "general consensus"? These ships were all engaged in mining, missioning, ratting, pirating, and travelling through low sec. Seems pretty healthy to me  .
"Lead Me..Follow Me..Or get the **** out of my way" General George Patton USA
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Souvera Corvus
Gallente Lutin Group
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Posted - 2007.10.22 02:10:00 -
[9]
Having lived in MH for nearly a year or so, it's possible to earn a decent living there but only if the corp/alliance you're in is highly co-operative. Strength lies in numbers and low-sec demands numbers. Whether you're pirate or not 'blobs'(such as they are) are a fact of low-sec life. Everyone does it, with the exception of a few guys who are skilled and ballsy enough to belt-pirate solo.
You do not mine solo in low-sec ; you don't mission in notorious systems with a cloud of drones around you ; you check local every minute and keep your directional scanner up when in a ss or mission space.........etc, etc
After a year of that high-sec is like a health farm.
So....low-sec demands a different attitude and play-style and to high-sec and I think its that that catches a lot of people out.
Don't mess around with the security mechanics of it in my opinion, but do make it a little more rewarding for those who want to take the risk. Extra exploration sites, bigger roids, better ores and better missions to make it a little more attractive.
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Sovereign533
Caldari The Collective Against ALL Authorities
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Posted - 2007.10.22 02:12:00 -
[10]
that mid sec aint a good idea... pirats could just move in, kill all the police, and just take over the system... (didn't this happen in the early days?)
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